Although I've been keeping up with the metagame, it's been a long time since I've had a battle, so I decided to put together a new team. Nothing special, but I was hoping for some feedback.
Dugtrio @ Focus Sash
Ability: Arena Trap
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Night Slash / Sucker Punch
- Toxic
- Stealth Rock
Designed to keep the top leads in check. Earthquake covers Metagross, Jirachi and Tyranitar. Night Slash covers Azelf, though Sucker Punch can do the same job with a bit of prediction, and it can possibly finish off faster targets that Earthquake fails to OHKO (I'm thinking Metagross with Bullet Punch). Toxic is mostly for Swampert. I can't do much to Bronzong, but I can at least use Stealth Rock at the same time and then switch out. I'm also a bit concerned about Infernape. Fake Out will break my Sash, and Infernape's own Sash will save it from Earthquake while it KOs me. Sucker Punch might remedy this.
Porygon2 @ Leftovers
Ability: Trace
Nature: Bold
EVs: 252 HP / 216 Def / 40 SpA
- Thunderbolt / Discharge
- Ice Beam
- Recover
- Thunder Wave / Toxic
Pretty standard set to counter Gyarados, Salamence and Heatran. Heatran has always been a thorn in my side, so Tracing Flash Fire is quite satisfying. The set more or less speaks for itself, but Thunder Wave stops Dragon Dance sweeps, Recover keeps P2 going, and BoltBeam handles the aforementioned threats. I would also consider switching Thunderbolt for Discharge and Thunder Wave for Toxic, but I don't think that it's optimal. Discharge can handle attacking and spreading paralysis, but in case Porygon is in danger of fainting, I'll want to get the sweeper paralyzed, so Thunder Wave is more reliable. I also don't see much reason to use Toxic on both Porygon and Dugtrio, and it's more important to Dugtrio's set than it would be to Porygon's.
Latias @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 4 HP / 252 SpA / 252 Spe
- Calm Mind
- Dragon Pulse
- Surf
- Recover
I've always liked Calm Mind sets. This one is taken straight from Smogon because I don't have much experience with Latias, but I'm looking forward to trying it out now that it's OU. Modest over Timid for the extra power and because I can Recover off damage later. I intend to use Latias as a late-game sweeper, but the earlier that it's revealed, the better, because it has another use that I'll get into in a moment.
Salamence @ Yache Berry
Ability: Intimidate
Nature: Naughty
EVs: 232 Atk / 24 SpA / 252 Spe
- Dragon Dance
- Outrage
- Brick Break
- Flamethrower
Salamence's main purpose is to remove the opponent's Scizor and Tyranitar to make life easier for Latias. I switch Latias in on something that can't hurt it and then immediately switch to Salamence. Hopefully, the opponent will expect Latias to use Calm Mind and will switch to the appropriate counter. If it's Tyranitar, Brick Break. If it's Scizor, Flamethrower, which I'm choosing over Fire Blast for the accuracy and because it will KO Scizor just as easily. Earthquake isn't present because...well, why would Heatran switch in on Latias? If it decides to take on Salamence, the Yache Berry will allow me to Dragon Dance and then hit it with Brick Break. Once I'm certain that Latias's counters are gone, Salamence is free to Outrage until it goes down in a blaze of glory.
Metagross @ Choice Band
Ability: Clear Body
Nature: Adamant
EVs: 252 HP / 244 Atk / 12 Def
- Meteor Mash
- Earthquake
- Ice Punch
- Explosion
With two dragons on my team, I need someone who can take both Ice and Dragon-type attacks. Metagross does the job nicely. Meteor Mash and Earthquake are practically required by law on most Metagross sets, but Earthquake is even more important here because Dugtrio is the only other member of my team who has it. Ice Punch covers enemy dragons, Zapdos and Gliscor, and Explosion is just impossible to pass up.
Spiritomb @ Leftovers
Ability: Pressure
Nature: Calm
EVs: 232 HP / 96 Def / 24 SpA / 156 SpD
- Ominous Wind
- Hidden Power Fighting
- Rest
- Sleep Talk
I debated and second guessed this one for a long time, and I'm still not convinced that I made the best choice. I felt like I needed some more defense, but I was wary of adding weaknesses to Dark, Fighting or Fire, which ruled out a lot of my choices. Spiritomb is immune to one and neutral to the others, which makes it a good Pokémon to fall back on. It also provides me with a status absorber, something that this team sorely needs. Ominous Wind may seem like an odd choice, but on a long-lasting Rest/Sleep Talk set, it's sure to set off some alarms. If the opponent starts to panic, a well-timed switch can turn the tide.
Dugtrio @ Focus Sash
Ability: Arena Trap
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Night Slash / Sucker Punch
- Toxic
- Stealth Rock
Designed to keep the top leads in check. Earthquake covers Metagross, Jirachi and Tyranitar. Night Slash covers Azelf, though Sucker Punch can do the same job with a bit of prediction, and it can possibly finish off faster targets that Earthquake fails to OHKO (I'm thinking Metagross with Bullet Punch). Toxic is mostly for Swampert. I can't do much to Bronzong, but I can at least use Stealth Rock at the same time and then switch out. I'm also a bit concerned about Infernape. Fake Out will break my Sash, and Infernape's own Sash will save it from Earthquake while it KOs me. Sucker Punch might remedy this.
Porygon2 @ Leftovers
Ability: Trace
Nature: Bold
EVs: 252 HP / 216 Def / 40 SpA
- Thunderbolt / Discharge
- Ice Beam
- Recover
- Thunder Wave / Toxic
Pretty standard set to counter Gyarados, Salamence and Heatran. Heatran has always been a thorn in my side, so Tracing Flash Fire is quite satisfying. The set more or less speaks for itself, but Thunder Wave stops Dragon Dance sweeps, Recover keeps P2 going, and BoltBeam handles the aforementioned threats. I would also consider switching Thunderbolt for Discharge and Thunder Wave for Toxic, but I don't think that it's optimal. Discharge can handle attacking and spreading paralysis, but in case Porygon is in danger of fainting, I'll want to get the sweeper paralyzed, so Thunder Wave is more reliable. I also don't see much reason to use Toxic on both Porygon and Dugtrio, and it's more important to Dugtrio's set than it would be to Porygon's.
Latias @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 4 HP / 252 SpA / 252 Spe
- Calm Mind
- Dragon Pulse
- Surf
- Recover
I've always liked Calm Mind sets. This one is taken straight from Smogon because I don't have much experience with Latias, but I'm looking forward to trying it out now that it's OU. Modest over Timid for the extra power and because I can Recover off damage later. I intend to use Latias as a late-game sweeper, but the earlier that it's revealed, the better, because it has another use that I'll get into in a moment.
Salamence @ Yache Berry
Ability: Intimidate
Nature: Naughty
EVs: 232 Atk / 24 SpA / 252 Spe
- Dragon Dance
- Outrage
- Brick Break
- Flamethrower
Salamence's main purpose is to remove the opponent's Scizor and Tyranitar to make life easier for Latias. I switch Latias in on something that can't hurt it and then immediately switch to Salamence. Hopefully, the opponent will expect Latias to use Calm Mind and will switch to the appropriate counter. If it's Tyranitar, Brick Break. If it's Scizor, Flamethrower, which I'm choosing over Fire Blast for the accuracy and because it will KO Scizor just as easily. Earthquake isn't present because...well, why would Heatran switch in on Latias? If it decides to take on Salamence, the Yache Berry will allow me to Dragon Dance and then hit it with Brick Break. Once I'm certain that Latias's counters are gone, Salamence is free to Outrage until it goes down in a blaze of glory.
Metagross @ Choice Band
Ability: Clear Body
Nature: Adamant
EVs: 252 HP / 244 Atk / 12 Def
- Meteor Mash
- Earthquake
- Ice Punch
- Explosion
With two dragons on my team, I need someone who can take both Ice and Dragon-type attacks. Metagross does the job nicely. Meteor Mash and Earthquake are practically required by law on most Metagross sets, but Earthquake is even more important here because Dugtrio is the only other member of my team who has it. Ice Punch covers enemy dragons, Zapdos and Gliscor, and Explosion is just impossible to pass up.
Spiritomb @ Leftovers
Ability: Pressure
Nature: Calm
EVs: 232 HP / 96 Def / 24 SpA / 156 SpD
- Ominous Wind
- Hidden Power Fighting
- Rest
- Sleep Talk
I debated and second guessed this one for a long time, and I'm still not convinced that I made the best choice. I felt like I needed some more defense, but I was wary of adding weaknesses to Dark, Fighting or Fire, which ruled out a lot of my choices. Spiritomb is immune to one and neutral to the others, which makes it a good Pokémon to fall back on. It also provides me with a status absorber, something that this team sorely needs. Ominous Wind may seem like an odd choice, but on a long-lasting Rest/Sleep Talk set, it's sure to set off some alarms. If the opponent starts to panic, a well-timed switch can turn the tide.